FPS

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using System;

public class Class1:MonoBehaviour
{
private const long updateInternalTicks = 2000 * System.TimeSpan.TicksPerMilliseconds;

     private long lastTicks;
     private int frames = 0;

     private static int maxFpsRecords = 5;
     private static int curFpsRecordIndex = 0;
     private static List<int> fpsRecords = new List<int>(maxFpsRecords);

    public static int curFps = 30;
    public GameObject Root_UGUI;
    public Text Text_FPS;
    public Text Text_Version;
    public Text Text_Quality;

#if DISPLAY_FPS
  EGameQuality mCurrentQuality = EGameQuality.eMidQuality;
#endif

void Start()
{
    lastTicks = System.DateTime.Now.Ticks;
#if DISPLAY_FPS
    Root_UGUI.SetActive(true);
    Text_Version.text = ApplicationMain.RunTimeAppVersion;
    SetQuality();
#else
    Root_UGUI.SetActive(false);
#endif
}
void Update()
{
    ++frames;
    long currTicks = System.DateTime.Now.Ticks;
    if(currTicks > lastTicks + updateIntervalTicks)
    {
        curFps = (int)(frames * System.TimeSpan.TicksPerSecond / (currTicks - lastTicks));
        RecordFps(curFps);
        frames = 0;
        lastTicks = currTicks;
    }
#if DISPLAY_FPS
    if(mCurrentQuality != GameQualityManager.Instance.CurrentQuality)
    {
       mCurrentQuality = GameQualityManager.Instance.CurrentQuality
    }
    SetQuality();
#endif
}
#if DISPLAY_FPS
    void SetQuality()
   {
      switch(mCurrentQuality)
      {
          case EGameQuality.eHighQuality:
                 Text_Quality.text = "H";
                 break;
         case EGameQuality.eMidQuality:
                 Text_Quality.text = "M";
                 break;
        case EGameQuality.eLowQuality:
                Text_Quality.text = "L";
                break;
      }
   }
#endif

   private void RecordFps(int val)
   {
    if(fpsRecords.Count > curFpsRecordIndex)
    {
        fpsRecords[curFpsRecordIndex] = val;
    }
    else
    {
        fpsRecords.Add(val);
    }
    curFpsRecordIndex = (curFpsRecordIndex++) % maxFpsRecords;

#if DISPLAY_FPS
    Text_FPS.text = "fps:"+curFps;
#endif
}

public static int GetAverageFps()    //获取一段时间的平均fps
{
    if(fpsRecords.Count > 0)
    {
        int totalFps = 0;
        for(int i=0; i<fpsRecords.Count; ++i)
        {
            totalFps += fpsRecords[i];
        }
        return totalFps / fpsRecords.Count;
    }
    return curFps;
}